
Da'ath |

I was inspired by a post in conversions by burrahobbit regarding certain "kits" from 2e. One of my favorites was always the Blade Bard, though I never really cared for it as a "bard kit" and felt it was better represented in the rogue class.
What follows is a new archetype for the Rogue character class called The Blade.
I tried to adapt pre-existing mechanics in order to reflect the flavor of the kit (though a couple are certainly new mechanics) and would appreciate any constructive feedback or criticism for the purposes of balance and potential problems I may not have forseen.

Da'ath |

I'll have to see if that will fit in without feeling forced this evening. I'm also considering adding a second style for the Blade to choose from (the choice being permanent and between the two-weapon style and a modified version of the archery style for thrown weapons).
I'll try to get these done this evening.

Da'ath |

There is nothing left that identifies with the rogue class. It's essentially a med BaB fighter duelist with crappy HP, saves, and some extra skills.
I hate to knock on it so hard, but why not make a dex based lore warden?
That was actually a concern I had last night when I was thinking about it. It is built around a flawed framework (the rogue) and is completely stripped of any "identity" it had.
I hate to knock on it so hard, but why not make a dex based lore warden?
I always appreciate constructive feedback, which yours was. "Knocking it hard" was very helpful. I think I'll shelve the idea until I can come up with a better way to implement it. Perhaps as a prestige class instead.

Byrdology |

It's not a bad idea, it just takes too much away. See if you like this:
Trade every other SA for a combat feat (ie. 3,7,11,15,19) and rogue = fighter lvl for pre req.
Trap sense becomes dueling mastery- a scaling +1 to hit and AC vs 1 opponent.
UCD stays the same, but
Imp UCD becomes telling blow- on a confirmed crit, you add SA dice.
You still keep trapfinding, all your rogue talents, evasion, UCD, and 5d6 SA, and what you gain augments some of the rogues biggest weaknesses without stealing all the flavor. Against a single target (because that's how rogues roll) you end up with +6 to hit and AC, you have the combat feats to give you some standing power and static dmg bump that he was lacking, and on a crit you get your SA dice.
You can save your rogue talents and skill points for out of combat utility so the rogue can once again have a place in about any situation.